In my DirectX 11 application, I would like to draw a scene consisting of many textured quads. For the sake of efficiency, my first thought was to use instancing to pull this off in a single draw call - four common vertices and an instance buffer containing transformation matrices to handle positioning of each instance, and an index for which texture to sample from. I had hoped I could do this using a single Texture2DArray resource for storing my collection of textures, but the textures all vary in size (though would share the same format). This does not appear to be possible with a Texture2DArray.
I would really like to avoid a separate draw call for each of these quads. From what I understand there is overhead involved in draw calls that can create a CPU bottleneck, especially considering I would only be drawing two triangles per call.
Anyone have suggestions on the most efficient way to do this?